Unreal Engine 5.4: Nanite Tessellation in 10 Minutes | 2024

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hi everyone Sean andar here with reality Forge in this video we're going to be looking at nanite desolation we'll bring in a landscape from Gaia set up some materials on it and learn how to activate desolation on an anite landscape if you're going to be practicing Gaia as well and not using the files we provide you can download the Community Edition for Gaia 1.0 from quads spinner.com once Gaia opens up you want to click on this button on the right of crater and choose collapsed crater once the template opens up to keep things simple and beginner friendly we're just going to export this as is so right click on Wizard and choose Mark for export then click on build and you want to change the file format from Tiff to R16 set the range to draw and you want to change this resolution from 2048 to an unreal valid resolution which is at the bottom of this list do remember to set this to one9 if you are using the Community Edition as that's locked at 1K let's make this landscape a little smaller now so by right clicking on the height and clicking on this downward pointing Arrow twice you're going to repeat this process for the width as well take note of your height your width and your resolution we're going to need these three numbers when we go into un rail after you've specified an output directory click on start build and then it'll say build complete once it's done go ahead and launch un rail engine 5.4 and as always we're going to be using the third person template I'm going to name this project VDB crash once unre starts click on file new level basic and then click on create let's save this level by clicking on this floppy icon right click and make a new folder call this folder maps and inside this folder I'm just going to name this crash next delete the default floor and change your editor mode to landscape next choose import from file and in the height map file section specify the wizard R16 file that you built out from Gaia before importing your landscape we're going to use those three important numbers from guia to make some changes so for the X and Y it's going to be 100 multiply by the width divide by the resolution for the height it's going to be 100 multiplied by the height divide by 512 let's move our landscape a little higher and I like to do this in one of the four orthographic views so click on this button in your viewport I'm going to choose this View and let's move our landscape slightly higher after you're done with this you can head back to the prospective View and click on import to finally bring your landscape in if everything is correct you should now see the same landscape you saw in Gaia in Unreal Engine next I'm going to open quickel Bridge because we're going to be using the mega scans for our landscape material when looking for a mega scan I highly recommend using collections that way your mega scans because they were captured in the same area really fit in together with one another I'm going to be using the Utah collection because I'm going for this red martian environment you can by the way also find a mega scan that you're looking for by putting in its ID IDs of all Mega scans used will be in the description of this video so I'm going to download this Mega scan at the highest quality which is an 8K texture and this is going to be for our less Rocky more Sandy zones uh on our landscape the second Mega scan we're going to get is this Western ground mud Course o1 once again at the highest quality for the more Rocky zones on our landscape once that's done open your content browser navigate back to your content folder right click and make a new folder here and name this one materials double click to enter this folder and then right click and create a new material we're going to prefix this with an mcore so mcore landscape double click to open your material and the first thing we're going to do is click on the domain and make sure this check boox used material attributes is set to true then we're going to use a blend material attributes node that is basically going to do all the work for us it's going to blend between A and B based off an alpha now because both A and B need to be material attribute sets we're going to use the set material attribute node to construct our first set let's go back to the mega scans folder then surfaces then Canyon Rocky ground and here you can see quickel has given us three sets of textures one is a base color one is a normal and one is this orp the ordp texture has different information on every channel so red is occlusion green is roughness and blue is displacement so next what we have to do is add these channels to our set material attributes node by clicking on this plus over here so I've just added a base color we'll now add a normal from the drop- down menu and we're going to add ambient occlusion followed by roughness so just plug the red in here followed by roughness roughness is on green so we just plug in the green here and finally displacement which is going to be be driven by the blue channel for the output of this set material attributes I'm going to drag right wordss and add a named reroute name routes are a great way to keep your graph really clean because now you can give this any name like we're giving it quick Canyon Rocky ground and then I can use that I can call that at any other point of My Graph giving us access to this material attributes that we just set up for the second material attribute set I'm just going to control C on this node control V and then repeat the process once again for the other quickel Mega scan once again at the end of this process we're going to add a named route and this one's going to be called quickel desert Western mud so to bring all this together now when you right click you'll see two options under named rout so the quickel canyon Rocky ground is going to go to a and the desert Western mud is going to go to B just like on a lurp note the alpha pin here is using black and white to blend between A and B so I've got this very simple Checker texture plugged in here to show those of you that may be unfamiliar or not understand what's going on how the black and white is defining which texture is being shown so for that black and white information I'm going to use a slope mask because I want the material to change as the landscape becomes more vertical so for our slope angle I'm going to use a constant 3 Vector with one on the Z for the fall of power and cheap contrast I'm going to promote both of these to a parameter the reason for this is When We Make an instance of this master landscape material I can then make changes to both these values without having to recompile the material every time I make a change remember to set the default values at 0.5 I'm now going to right click on my master material and choose create material instance and name this miore landscape to use this material instance on your landscape simply select the landscape and in the landscape material slot select the material instance we just created now because this is a material instance we can double click and override any parameters we set up earlier so I'm going to click on these two check boxes here and set the contrast to five and the fall off to 10 you can see that slope mask now working it's blending between both materials at a distance it's not going to be very noticeable but if you get really close you'll see the styling issue on your landscape to remedy this we're going to open the mcore landscape Master material and put down a landscape coordinates node as we did before we're going to connect the output of this to a named reroute which is going to be landscape coordinates output finally after selecting the landscape coordinates node we're going to change the scale on the left to a value of 100 find the name route for the landscape coordinates output and connect this to all the UV pins on all the textures being used in your material attribute sets after you apply and save you notice your texture appears larger that's because it's being scaled more this is a very beginner friendly way of remedying the tiling problem for Nan displacement to work navigate where your project is saved go into config and open default engine.ini with something like notepad you're looking for a section that says renderer settings navigate to the end of the section and at the end here you want to add r. nanite allow desolation equal 1 r. nanite do desolation equal 1 once unra restarts with these new settings you want to open your mcore landscape Master material and search for desolation on the left side and enable it the final step in all of this is select your landscape enable nanite and then the buttons above this there's two buttons Above This you want to click on build data after the build completes you can zoom into your landscape and you can see all that displacement being driven by those maps that we plugged into our material attributes earlier and I've just gone in and turned on Nan triangles and you can actually see that it's physically displacing the terrain here now you can also use this with landscape painting so I'm going to download this quixel mod TI tracks texture and then open my master landscape material so I'm going to speed this section of the video up we're basically repeating what we did earlier take the three mud tire tracks textures plug them into a set material attributes and give it a named readout for the UVS we're going to change things up we're going to use the landscape coordinates output but plug it into a multiply note so we can change the tiling of only a mud TI track texture so we're multiplying this with a constant I'm also going to promote this to a parameter and name it mud dialing don't forget to set the default value to one next we have to set up our landscape layers that we're going to paint on so I'm going to add a landscape layer blend node and then add two layers here on the left we can give our layers Nam so I'm going to name the upper layer Auto slope mask because this is being driven by that slope mask we have set up and the layer underneath this I'm going to name mud tracks now we can plug the output from our layer blend to the material attributes the output from our slope slope Mass blend to the layer with the slope Mass blend and the output from the mud tire tracks the name rout to the mud tracks layer when you return to your landscape after clicking apply you'll notice it'll be completely black that's okay select your landscape and clear the material on the landscape by clicking on this Arrow over here after the material's been cleared I'm going to go ahead and select the same material instance and reassign it after that's done head back into landscape mode and on the left you're looking for the paint tab you'll see both your layers here but you cannot paint with them you need to create create a we Blended layer do this for as many layers as you have and then save all of them final step in all of this is clicking the rebuild data button you'll find this just above the check boox where you enabled nanite on your landscape after the build is complete you can simply select your layer and paint with it it's really nice seeing all that displacement work so well you can go ahead and change some of the settings on the left here shift is erase and you can also take down the magnitude for a subtle blend between both your textures I then wanted to add a car to my scen so I downloaded this 1987 Jeep Wrangler from the wired Wheels club uh navigate to the fbx folder drag and drop that into your content browser and then just use the default settings and then click import all now shift select all the light blue static meshes and then just drag and drop them into the scene I scaled my car up a little bit so value of eight here and then after you've placed your car you can just go ahead and paint some of these mud tracks into your landscape because we set up a way to change the tiling on our mud texture I'm just going to open my material instance and set the by tiling to a value of four you now know how to use nanite desolation on your Landscapes the same principles are also going to work if you apply these materials to a static mesh you just have to go ahead and activate Nite desolation the way we did in this video with that everyone give us a like give us a sub let us know in the comments what you thought of this video and I will see you in the next one
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Channel: Reality Forge
Views: 16,938
Rating: undefined out of 5
Keywords: Unreal Engine 5, Unreal Engine 5.4, Nanite, Nanite Tesselation, Unreal Engine Tutorial, Nanite Landscape, Nanite Landscape Tesselation, Gaea, Slope Masking, Auto Material, Unreal Engine Desert Environment, Unreal Engine Vehicle Tracks, nanite displacement, Virtualized Micropolygon Geometry, Real-Time Rendering, Procedural Materials, Desert Environment, unreal engine tips, unreal engine tips and tricks, Quixel, Quixel Megascans, Megascans, Unreal Engine 5 Nanite Showcase, 3d, UE5
Id: gcN3WzKb7Co
Channel Id: undefined
Length: 10min 55sec (655 seconds)
Published: Thu May 02 2024
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